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Prospero

Making throwing grenades easier

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Hi all,

I'm considering putting in a feature in my ProSphere script so that you can throw grenades in a more "intuitive" fashion - well - more fluid, anyway. I find it almost impossible to skip through my weapons with the spacebar until I get to grenades, and I suspect I'm not alone.

So here's the deal:

When you're in a combat situation where you believe you're likely to need to throw some of your grenades, you toggle the ProSphere mode ON (via the Action Menu). Now, while you're shooting away and carrying out your assault, you suddenly think - yup, I want to throw a grenade. All you do is aim your M16 (or whatever) on the trajectory you want to throw the grenade and hold the E key down and press fire (left mouse button by default). A grenade is thrown on the relevant trajectory. The only downsides I can see are that:

1) While you're in ProSphere mode, you can't run in turbo mode - but I don't see that as being a big deal...?

2) You'll sacrifice one bullet. (Well, I could make it so that you're refunded a bullet, but regardless, your gun will fire).

OK, so that's the possible plan, so here's my question: Can I use the cameraEffect command to provide the very same view as your usual first person mode view? (And no, I can't use switchCamera for this).

Thoughts?

Prospero

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I really don't think it is neccessary. Its a good idea but overly complicated. I rarely throw grenades while running in an assault anyway. I normally take cover, chuck one, then keep running.

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Sorry no idea myself, got another question to add though.

How easy is it to assign keys to commands that arn't in the standard setup controls menu?

I ask cos for ages i've wanted to be able to bang my keypad enter to eject from a plane or helicopter. it takes too long to use the menu system, i tend to die!

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Yup the prob with the Action Menu is it's ruddy slow, and the order of the actions presented changes so you can't use automated macros (which is otherwise what I'd suggest).

There are some inelegant work-arounds - like addActioning a custom eject action so it'll always be first in your Action Menu list, but.... that's about it as far as I know.

Prospero

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Yes I like that.

From a practical point of view though, I'm still very limited in the selection of keys I can assign. PS works by tracking an invisible camera which is always there (although obviously the player doesn't notice it). Only keys that affect the behaviour of this camera can be remapped to trigger script functions.

Now, I do have something in the pipe that may allow one to remap every single key for script use, but it's very much in its infancy. We're talking highly unreliable at the moment.

There are some ways I may be able to do a kinda "context-sensitive" job on the E key. But, god knows...

Prospero

Edit: Well there is one easy way of solving this. I could add an option to make X & C toggle between M16 (or whatever) and LAW (or whatever). No-one really uses X & C for player as soldier stuff, so it might work OK. Or there's the keypad.

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